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Pokemon Diamond and Pearl Translation

Started by VoX, September 26, 2006, 10:16:10 PM

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VoX


Vanit

Yeah, if you're just on for the ride we don't need another person who doesn't know anything in particular. I'll be taking care of translation for the most part and jaki is trying to learn how to hack this game.

VoX

call me jimmy, right now im playing the game and translating it in to a written form and theres a file in data (cant remember the name of it) that had wierd chartercts because its ascii and were translating japanese but the way it was set out looked like it in groups of sentence's in a boxed formation like this

!@#1, 1@#!@#!! 12#!@
12#!@#. !#!@#1 123!@
#$@%@$%. !@#!@3 !@
1#!@!@# 12#!@# 1^&&

&$%&%^ %^&%$@.@#
@$@% #@$%@# &^, @%
^$#^ @#@# #$%.!!


It looks like japanese in ascii in the formation of the dialogue box's.
It would continue on for what seemed like ages, Maybe this is what we have been looking for, maybe this is the dialogue or menu, Maybe we have to look at the formation of the text not what it says,
tell me what you think

Vanit

I think your obversation is probably quite correct :).

VoX

so what are you doing for the project now?

bitblt

Quote from: "jaki_kisur"
!@#1, 1@#!@#!! 12#!@
12#!@#. !#!@#1 123!@
#$@%@$%. !@#!@3 !@
1#!@!@# 12#!@# 1^&&

&$%&%^ %^&%$@.@#
@$@% #@$%@# &^, @%
^$#^ @#@# #$%.!!

So this is how you test your theory.  If you think you've found the file that contains the text for dialog boxes then look for relationships like paragraphs with the same number of (or twice as many) characters as displayed in the game.  It might be easier to just modify the file to see if the game still runs, and to see if you notice any changes in the dialog boxes.

For example change . . .

16> &$%&%^ %^&%$@.@#
18> @$@% #@$%@# &^, @%
16> ^$#^ @#@# #$%.!!

to

16> &$%&%^ %^&%$@.@#
18> @$@$@$@$@$@$@$@$@$
16> ^$#^ @#@# #$%.!!

Then see if you notice any changes in the game. Do you understand?

When you have positively identified the files that contain dialog text then you can concentrate on figuring out what sequences of ascii characters represent what Japanese characters. I'm just trying to be helpful.

VoX

thats a brilliant idea!! except we dont know which one text box it is

bitblt

Change as many of them as you have patience for.  Or maybe search and replace all "@" with "&", but that could backfire if some of the data isn't dialog text. The point is to positively identify the files are used for dialog text.

VoX

yes thanks again, im going to try the wifi ones first because it pretty obvius what it is

Vanit

Quote from: "jaki_kisur"so what are you doing for the project now?
Waiting for you to crack the code, Mr Hacker Guy :).

VoX


Vanit


ked22

Sounds like you know alot more than the people actually attempting the translation bitblt.  :roll: Lol

Vanit

He hasn't really gone in to much depth in this thread so I'm not sure how you could say he knows a lot more than we do. Conscructing a table of characters with an assigned numerical value and then running a relative search to determine the byte orders with a known sentence is really standard procedure for this sort of thing, and altering a potentional cluster of text to prove the location of the dialogue isn't exactly an idea we haven't thought of.

It is possible to write more than there is and for this reason the games never use the entire space assigned to them (and people wonder why the pearl cart is so bloated in size). Its really only a matter of re-assigning pointer values, but that can be a pain).

Note: This is all from memory so I might have a detail or 2 wrong since its been a while since I actually hacked something. I usually just handle graphics or translation.

He's certainly displayed more knowledge in the thread and most likely does know more than us. But heed my words, do not take us for fools.

bitblt

I was only trying to be helpful. I'm certainly not trying to take credit for the success or failure of this project. Good luck guys. :)